Add on-the-fly animation swapping support

This commit is contained in:
LostTrackpad 2024-07-16 19:29:19 +07:00
parent 6e24708ecd
commit fb620979c1
15 changed files with 75 additions and 2 deletions

View file

@ -13,6 +13,12 @@ local animtable = {
usefullbody = 2
}
changedanimset = false
if UseOldAnims:GetBool() then
animtable.animmodelstring = "meclimbanim"
end
fbanims = {
ladderexittoplefthand = true,
runfwdstart = true,
@ -1340,10 +1346,50 @@ hook.Add("CalcViewModelView", "lol", function(wep, vm, oldpos, oldang, pos, ang)
end)
local function JumpAnim(event, ply)
if !animsetchange then animsetchange = false end
print("-------------")
print("JumpAnim called -- " .. engine.TickCount())
if animsetchange != UseOldAnims:GetBool() then
print("---- BodyAnim removed -- " .. engine.TickCount())
RemoveBodyAnim()
end
if animsetchange != UseOldAnims:GetBool() then
if UseOldAnims:GetBool() then
animtable.animmodelstring = "meclimbanim"
else
animtable.animmodelstring = "climbanim"
end
StartBodyAnim(animtable)
print("---- BodyAnim recreated -- " .. engine.TickCount())
if not IsValid(BodyAnim) then return end
CreateBodyAnimArmCopy()
if not ply:ShouldDrawLocalPlayer() or CurTime() < 10 then
for k, v in ipairs(playermodelbones) do
local b = BodyAnim:LookupBone(v)
if b then
BodyAnim:ManipulateBonePosition(b, Vector(0, 0, 100 * (k == 1 and -1 or 1)))
end
end
end
hook.Add("BodyAnimCalcView", "JumpCalcView", JumpCalcView)
hook.Add("BodyAnimDrawArm", "JumpArmThink", JumpArmThink)
hook.Add("PostDrawOpaqueRenderables", "JumpArmDraw", JumpArmDraw)
end
if events[event] then
print("-- JumpAnim in event -- " .. engine.TickCount())
local wasjumpanim = fbanims[BodyAnimString] and IsValid(BodyAnim)
if changedanimset then
wasjumpanim = false
end
if not wasjumpanim then
print("---- BodyAnim removed -- " .. engine.TickCount())
RemoveBodyAnim()
end
@ -1372,7 +1418,13 @@ local function JumpAnim(event, ply)
end
if not wasjumpanim then
if UseOldAnims:GetBool() then
animtable.animmodelstring = "meclimbanim"
else
animtable.animmodelstring = "climbanim"
end
StartBodyAnim(animtable)
print("---- BodyAnim recreated -- " .. engine.TickCount())
if not IsValid(BodyAnim) then return end
@ -1395,6 +1447,7 @@ local function JumpAnim(event, ply)
BodyAnim:ResetSequence(BodyAnim:LookupSequence(BodyAnimString))
end
end
animsetchange = UseOldAnims:GetBool()
end
hook.Add("OnParkour", "JumpAnim", JumpAnim)
@ -1790,4 +1843,4 @@ local function JumpThink()
end
end
hook.Add("Think", "JumpThink", JumpThink)
hook.Add("Think", "JumpThink", JumpThink)

View file

@ -1,3 +1,4 @@
--include("preexecute/client.lua")
include("shared.lua")
for _, v in ipairs(file.Find("gamemodes/beatrun/gamemode/cl/*.lua", "GAME")) do

View file

@ -1,3 +1,5 @@
CrueltyParkour = CreateConVar("Beatrun_CrueltyParkour", 0, {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Also known as \"Cruelty Mode\".\nDisables some Beatrun parkour abilities using anything but the Beatrun hands when enabled.", 0, 1)
SlippyWallrun = CreateConVar("Beatrun_Experimentals_SlippyWallrun", 0, {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Makes your wallrun slippy. Only usable with Cruelty Parkour on.", 0, 1)
SlippyWallrun = CreateConVar("Beatrun_Experimentals_SlippyWallrun", 0, {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Makes your wallrun slippy. Only usable with Cruelty Parkour on.", 0, 1)
UseOldAnims = CreateConVar("Beatrun_UseOldAnims", 0, {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Use Mirror's Edge animations instead of the reanimated ones.", 0, 1)

View file

@ -94,6 +94,12 @@ net.Receive("RollAnimSP", function()
roll.BodyAnimSpeed = 1.15
end
if UseOldAnims:GetBool() then
roll.animmodelstring = "meclimbanim"
else
roll.animmodelstring = "climbanim"
end
CacheBodyAnim()
RemoveBodyAnim()
StartBodyAnim(roll)
@ -132,6 +138,12 @@ hook.Add("SetupMove", "EvadeRoll", function(ply, mv, cmd)
end
if CLIENT and IsFirstTimePredicted() then
if UseOldAnims:GetBool() then
roll.animmodelstring = "meclimbanim"
else
roll.animmodelstring = "climbanim"
end
CacheBodyAnim()
RemoveBodyAnim()
StartBodyAnim(roll)
@ -202,6 +214,11 @@ hook.Add("OnPlayerHitGround", "SafetyRoll", function(ply, water, floater, speed)
end
if CLIENT and IsFirstTimePredicted() then
if UseOldAnims:GetBool() then
roll.animmodelstring = "meclimbanim"
else
roll.animmodelstring = "climbanim"
end
CacheBodyAnim()
RemoveBodyAnim()
StartBodyAnim(roll)